XII Release 0.1.0
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xiiGameApplicationBase Class Referenceabstract
Inheritance diagram for xiiGameApplicationBase:
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Public Types

using SUPER = xiiApplication
 
- Public Types inherited from xiiApplication
enum class  Execution { Continue , Quit }
 Defines the possible return values for the xiiApplication::Run() function. More...
 

Public Member Functions

 xiiGameApplicationBase (xiiStringView sAppName)
 
- Public Member Functions inherited from xiiApplication
 xiiApplication (xiiStringView sAppName)
 Constructor.
 
virtual ~xiiApplication ()
 Virtual destructor.
 
void SetApplicationName (xiiStringView sAppName)
 Changes the application name.
 
const xiiStringGetApplicationName () const
 Returns the application name.
 
virtual void AfterHighLevelSystemsShutdown ()
 Called after xiiStartup::ShutdownHighLevelSystems() has been executed.
 
virtual void AfterCoreSystemsShutdown ()
 This function is called after xiiStartup::ShutdownCoreSystems() has been called.
 
virtual void BeforeEnterBackground ()
 This function is called when an application is moved to the background.
 
virtual void BeforeEnterForeground ()
 This function is called whenever an application is resumed from background mode.
 
void SetReturnCode (xiiInt32 iReturnCode)
 Sets the value that the application will return to the OS. You can call this function at any point during execution to update the return value of the application. Default is zero.
 
xiiInt32 GetReturnCode () const
 Returns the currently set value that the application will return to the OS.
 
virtual const char * TranslateReturnCode () const
 If the return code is not zero, this function might be called to get a string to print the error code in human readable form.
 
void SetCommandLineArguments (xiiUInt32 uiArgumentCount, const char **pArguments)
 Will set the command line arguments that were passed to the app by the OS. This is automatically called by XII_APPLICATION_ENTRY_POINT() and XII_CONSOLEAPP_ENTRY_POINT().
 
xiiUInt32 GetArgumentCount () const
 Returns the number of command line arguments that were passed to the application.
 
const char * GetArgument (xiiUInt32 uiArgument) const
 Returns one of the command line arguments that was passed to the application.
 
const char ** GetArgumentsArray () const
 Returns the complete array of command line arguments that were passed to the application.
 
void EnableMemoryLeakReporting (bool bEnable)
 
bool IsMemoryLeakReportingEnabled () const
 
virtual void RequestQuit ()
 Calling this function requests that the application quits after the current invocation of Run() finishes.
 
XII_ALWAYS_INLINE bool WasQuitRequested () const
 Returns whether RequestQuit() was called.
 

Protected Member Functions

Application Shutdown
virtual void BeforeHighLevelSystemsShutdown () override
 This function is called after the application main loop has run for the last time, before engine deinitialization.
 
virtual void BeforeCoreSystemsShutdown () override
 This function is called after the application main loop has run for the last time, before engine deinitialization.
 
virtual void Deinit_ShutdownGraphicsDevice ()=0
 
virtual void Deinit_UnloadPlugins ()
 
virtual void Deinit_ShutdownLogging ()
 

Basics

static xiiGameApplicationBases_pGameApplicationBaseInstance = nullptr
 
static xiiGameApplicationBaseGetGameApplicationBaseInstance ()
 Returns the xiiGameApplicationBase singleton.
 

Capturing Data

bool m_bTakeScreenshot = false
 
xiiConsoleFunction< void()> m_ConFunc_TakeScreenshot
 expose TakeScreenshot() as a console function
 
void TakeProfilingCapture ()
 Does a profiling capture and writes it to disk at ':appdata'.
 
void TakeScreenshot ()
 Schedules a screenshot to be taken at the end of the frame.
 
virtual void StoreScreenshot (xiiImage &&image, xiiStringView sContext={})
 Called with the result from taking a screenshot. The default implementation writes the image to disk at ':appdata/Screenshots'.
 
void ExecuteTakeScreenshot (xiiWindowOutputTargetBase *pOutputTarget, xiiStringView sContext={})
 

Frame Captures

bool m_bContinuousFrameCapture = false
 
bool m_bCaptureFrame = false
 
xiiConsoleFunction< void()> m_ConFunc_CaptureFrame
 expose CaptureFrame() as a console function
 
void CaptureFrame ()
 Schedules a frame capture if the corresponding plugin is loaded.
 
void SetContinuousFrameCapture (bool bEnable)
 Controls if frame captures are taken continuously (without being persisted) or only on-demand.
 
bool GetContinousFrameCapture () const
 
virtual xiiResult GetAbsFrameCaptureOutputPath (xiiStringBuilder &ref_sOutputPath)
 Get the absolute base output path for frame captures.
 
void ExecuteFrameCapture (xiiWindowHandle targetWindowHandle, xiiStringView sContext={})
 

GameState

xiiUniquePtr< xiiGameStateBasem_pGameState
 
void ActivateGameState (xiiWorld *pWorld, xiiStringView sStartPosition, const xiiTransform &startPositionOffset)
 Creates and activates the game state for this application.
 
void DeactivateGameState ()
 Deactivates and destroys the active game state.
 
xiiGameStateBaseGetActiveGameState () const
 Returns the currently active game state. Could be nullptr.
 
virtual xiiUniquePtr< xiiGameStateBaseCreateGameState ()
 Creates a game state for the application to use.
 
virtual void ActivateGameStateAtStartup ()
 Allows to override whether a game state is created and activated at application startup.
 

Platform Profile

xiiPlatformProfile m_PlatformProfile
 
const xiiPlatformProfileGetPlatformProfile () const
 Returns the xiiPlatformProfile that has been loaded for this application.
 

Application Startup

xiiEventSubscriptionID m_LogToConsoleID = 0
 
xiiEventSubscriptionID m_LogToVsID = 0
 
xiiEvent< const xiiGameApplicationStaticEvent & > m_StaticEvents
 
virtual xiiResult BeforeCoreSystemsStartup () override
 This function is called before any kind of engine initialization is done.
 
virtual void AfterCoreSystemsStartup () override
 This function is called after basic engine initialization has been done.
 
virtual xiiString FindProjectDirectory () const =0
 Returns the target of the 'project' special data directory.
 
virtual xiiString GetBaseDataDirectoryPath () const
 Returns the target of the 'base' data directory.
 
virtual xiiString GetProjectDataDirectoryPath () const
 Returns the target of the 'project' data directory.
 
virtual void ExecuteBaseInitFunctions ()
 Executes all 'BaseInit_' functions. Typically done very early, before core system startup.
 
virtual void BaseInit_ConfigureLogging ()
 
virtual void ExecuteInitFunctions ()
 Executes all 'Init_' functions. Typically done after core system startup.
 
virtual void Init_PlatformProfile_SetPreferred ()
 
virtual void Init_ConfigureTelemetry ()
 
virtual void Init_FileSystem_SetSpecialDirs ()
 
virtual void Init_LoadRequiredPlugins ()
 
virtual void Init_ConfigureAssetManagement ()
 
virtual void Init_FileSystem_ConfigureDataDirs ()
 
virtual void Init_LoadWorldModuleConfig ()
 
virtual void Init_LoadProjectPlugins ()
 
virtual void Init_PlatformProfile_LoadForRuntime ()
 
virtual void Init_ConfigureInput ()
 
virtual void Init_ConfigureTags ()
 
virtual void Init_ConfigureCVars ()
 
virtual void Init_SetupGraphicsDevice ()=0
 
virtual void Init_SetupDefaultResources ()
 

Application Execution

xiiTime m_FrameTime
 
xiiCopyOnBroadcastEvent< const xiiGameApplicationExecutionEvent & > m_ExecutionEvents
 
virtual xiiApplication::Execution Run () override
 Main run function which is called periodically. This function must be overridden.
 
void RunOneFrame ()
 
xiiTime GetFrameTime () const
 
virtual bool IsGameUpdateEnabled () const
 
virtual void Run_InputUpdate ()
 
virtual bool Run_ProcessApplicationInput ()
 
virtual void Run_AcquireImage ()
 This function can be used to acquire a new window from a swap-chain or do any other update operations on windows before the multi-threaded rendering and update phase starts.
 
virtual void Run_WorldUpdateAndRender ()=0
 
virtual void Run_BeforeWorldUpdate ()
 
virtual void Run_AfterWorldUpdate ()
 
virtual void Run_UpdatePlugins ()
 
virtual void Run_PresentImage ()
 This function can be used to present the final image to a window. It is run at the end of the rendering phase. It can also be used to inspect the swap-chain e.g. for screenshot purposes before presenting.
 
virtual void Run_FinishFrame ()
 
void UpdateFrameTime ()
 

Additional Inherited Members

- Static Public Member Functions inherited from xiiApplication
static xiiApplicationGetApplicationInstance ()
 Returns the one instance of xiiApplication that is available.
 
- Protected Attributes inherited from xiiApplication
bool m_bWasQuitRequested = false
 

Member Function Documentation

◆ ActivateGameState()

void xiiGameApplicationBase::ActivateGameState ( xiiWorld * pWorld,
xiiStringView sStartPosition,
const xiiTransform & startPositionOffset )

Creates and activates the game state for this application.

If the application already has a world (such as the editor), it can pass this to the newly created game state. Otherwise the game state should create its own world.

In the editor case, there are cases where a 'player start position' is specified, which can be used by the game state to place the player.

Broadcasts local event: xiiGameApplicationStaticEvent::AfterGameStateActivated Broadcasts global event: AfterGameStateActivation(xiiGameStateBase*)

◆ ActivateGameStateAtStartup()

void xiiGameApplicationBase::ActivateGameStateAtStartup ( )
protectedvirtual

Allows to override whether a game state is created and activated at application startup.

The default implementation just calls ActivateGameState(), but applications that run inside the editor override this to do nothing, as they only want the game state to become active during simulation, not during editing.

Reimplemented in xiiEngineProcessGameApplication.

◆ AfterCoreSystemsStartup()

void xiiGameApplicationBase::AfterCoreSystemsStartup ( )
overrideprotectedvirtual

This function is called after basic engine initialization has been done.

xiiApplication will automatically call xiiStartup::StartupCoreSystems() to initialize the application. This function can be overridden to do additional application specific initialization. To startup entire subsystems, you should however use the features provided by xiiStartup and xiiSubSystem.

Reimplemented from xiiApplication.

Reimplemented in xiiEngineProcessGameApplication, xiiPlayerApplication, and xiiShaderCompilerApplication.

◆ BeforeCoreSystemsShutdown()

void xiiGameApplicationBase::BeforeCoreSystemsShutdown ( )
overrideprotectedvirtual

This function is called after the application main loop has run for the last time, before engine deinitialization.

Override this function to do application specific deinitialization that still requires a running engine. After this function returns xiiStartup::ShutdownCoreSystems() is called and thus everything, including allocators, is shut down. To shut down entire subsystems, you should, however, use the features provided by xiiStartup and xiiSubSystem.

Reimplemented from xiiApplication.

Reimplemented in xiiEngineProcessGameApplication.

◆ BeforeCoreSystemsStartup()

xiiResult xiiGameApplicationBase::BeforeCoreSystemsStartup ( )
overrideprotectedvirtual

This function is called before any kind of engine initialization is done.

Override this function to be able to configure subsystems, before they are initialized. After this function returns, xiiStartup::StartupCoreSystems() is automatically called. If you need to set up custom allocators, this is the place to do this.

Reimplemented from xiiApplication.

Reimplemented in xiiEngineProcessGameApplication, xiiPlayerApplication, and xiiShaderCompilerApplication.

◆ BeforeHighLevelSystemsShutdown()

void xiiGameApplicationBase::BeforeHighLevelSystemsShutdown ( )
overrideprotectedvirtual

This function is called after the application main loop has run for the last time, before engine deinitialization.

After this function call, xiiApplication executes xiiStartup::ShutdownHighLevelSystems().

Note
xiiApplication does NOT call xiiStartup::StartupHighLevelSystems() as it may be a window-less application. This is left to xiiGameApplicationBase to do. However, it does make sure to shut down the high-level systems, in case they were started.

Reimplemented from xiiApplication.

◆ CaptureFrame()

void xiiGameApplicationBase::CaptureFrame ( )

Schedules a frame capture if the corresponding plugin is loaded.

If continuous capture mode is enabled the currently running frame capture is persisted (and not discarded). Otherwise, the next frame will be captured and persisted.

◆ CreateGameState()

xiiUniquePtr< xiiGameStateBase > xiiGameApplicationBase::CreateGameState ( )
protectedvirtual

Creates a game state for the application to use.

The default implementation will query all available game states for the best match. By overriding this, one can also just create a specific game state directly.

◆ DeactivateGameState()

void xiiGameApplicationBase::DeactivateGameState ( )

Deactivates and destroys the active game state.

Broadcasts local event: xiiGameApplicationStaticEvent::BeforeGameStateDeactivated Broadcasts global event: BeforeGameStateDeactivation(xiiGameStateBase*)

◆ FindProjectDirectory()

virtual xiiString xiiGameApplicationBase::FindProjectDirectory ( ) const
protectedpure virtual

Returns the target of the 'project' special data directory.

The return value of this function will be passed into xiiFileSystem::SetSpecialDirectory. Afterwards, any path starting with the special directory marker (">project/") will point into this directory.

Implemented in xiiEngineProcessGameApplication, and xiiGameApplication.

◆ GetBaseDataDirectoryPath()

xiiString xiiGameApplicationBase::GetBaseDataDirectoryPath ( ) const
protectedvirtual

Returns the target of the 'base' data directory.

Path needs to start with a special directory marker (">marker/"). This is passed into the target of the 'base' data directory. Target defaults to ">sdk/Data/Base".

◆ GetProjectDataDirectoryPath()

xiiString xiiGameApplicationBase::GetProjectDataDirectoryPath ( ) const
protectedvirtual

Returns the target of the 'project' data directory.

Path needs to start with a special directory marker (">marker/"). This is passed into the target of the 'project' data directory. Target defaults to ">project/".

◆ Init_SetupDefaultResources()

void xiiGameApplicationBase::Init_SetupDefaultResources ( )
protectedvirtual

Reimplemented in xiiGameApplication.

◆ Run()

xiiApplication::Execution xiiGameApplicationBase::Run ( )
overridevirtual

Main run function which is called periodically. This function must be overridden.

Return Execution::Quit when the application should quit. You may set a return code via SetReturnCode() beforehand.

Implements xiiApplication.

Reimplemented in xiiEngineProcessGameApplication, and xiiShaderCompilerApplication.

◆ Run_AcquireImage()

void xiiGameApplicationBase::Run_AcquireImage ( )
protectedvirtual

This function can be used to acquire a new window from a swap-chain or do any other update operations on windows before the multi-threaded rendering and update phase starts.

Reimplemented in xiiGameApplication.

◆ Run_PresentImage()

void xiiGameApplicationBase::Run_PresentImage ( )
protectedvirtual

This function can be used to present the final image to a window. It is run at the end of the rendering phase. It can also be used to inspect the swap-chain e.g. for screenshot purposes before presenting.

Reimplemented in xiiGameApplication.

◆ SetContinuousFrameCapture()

void xiiGameApplicationBase::SetContinuousFrameCapture ( bool bEnable)

Controls if frame captures are taken continuously (without being persisted) or only on-demand.

If continuous frame capture is enabled, calling CaptureFrame() will persist the result of the frame capture that is currently in progress. If continuous frame capture is disabled, CaptureFrame() will capture and persist the next frame. Note that continuous capture mode comes with a performance cost, but allows the user to decide on-the-fly if the current frame capture is to be persisted, e.g., when a unit test image comparison fails.

◆ TakeScreenshot()

void xiiGameApplicationBase::TakeScreenshot ( )

Schedules a screenshot to be taken at the end of the frame.

After taking a screenshot, StoreScreenshot() is executed, which may decide where to write the result to.


The documentation for this class was generated from the following files: